Category Archives: Unity Asset Store

Blend Shape Presets Tool

Blend Shape Presets Tool for Unity generates templates of blendshapes presets that can be shared between different characters that have the same set of blend shapes (ie: figures created using the same figure creation system). Dependent sub-meshes like teeth and eyelashes are not supported yet, but the author has promised to look into it.

“You can easily create facial expressions by combining multiple blend shapes into presets. Each preset is controled by a single parameter. So it’s easy to include the API in your game script.

“You can create different templates with variations using the same expression name, so you can create differences between characters without any line of code, just by changing the template.

“Another advantage is that you don’t have to deal with the original blendshapes names, you can use your own naming. If two characters don’t have the same blend shapes names, you can unify them with two template files (one for each character) using the same presets names.

Different blend modes are available : Blend, Min, Max, Override.

A “pro” version is also available with source code.


With UMotion Community you can create as many animations as you like using the well known forward kinematics approach. All basic features like Root Motion, Animation Events,… are included.

With UMotion Professional you’re able to import and edit animations created in external applications (including motion capture animations). With the Inverse Kinematics and the Child-Of constraint you can create good looking animations even faster.

Key Features:
[PRO] Import Mocap and 3rd Party Animations (from the Asset Store or any modeling application)
[PRO] Constraint System (Inverse Kinematics, Child-Of and Custom Property)
Bone Animations (useful for characters, creatures,…)
Transform Animations (useful for not rigged models like most guns on the Asset Store)
Animate in Play Mode (play the game, pause to edit the animation and continue playing)
Humanoid, Generic and Legacy Animations
Root Motion
Animation Events
Detailed Documentation
Video Tutorials

Unity Recorder

The new Unity Recorder captures video and images during gameplay and records to various media formats.

This first release includes:
– Dedicated recorder window
– Timeline triggerable recording sessions
– Image sequences: JPG, PNG, GIF, OpenEXR
– Video files: WebM, H.264 (Windows only)

Please discuss Recorder in the forum and don’t hesitate to report issues to our official Github repository.

Requires Unity 2017.1.1 or higher.

HXGI – Voxel GI in Unity

Yeah, yeah. I said I would no longer waste blog space on fickle betas and unavailable alpha experiments… But lighting is the single most important aspect of any 3D film – no matter the art style, without highlights and shadows objects have no depth and cannot be visually “anchored” in a scene. Lighting also happens to be the framerate killer for game engines. Each scene light increases the scenes polygon count geometrically. Finding an artistic balance between the fewest possible live scene lights, and an approximation of ambient and reflected bounce lighting or global illumination, is the Holy Grail of realtime 3D…. Here’s the latest maybe…, called HXGI by the author of Hx Volumetric Lighting.

The typical solution is to bake static scene lights and shadows onto a second texture map, either in another program or internally in the game engine. Most game engines also employ reflection probes and a low-res dynamic shadow map to blend over the baked shadows. With the adoption of Lightmass in Unreal and Enlighten in Unity, small scenes can be entirely dynamic with propagated bounce light continuously rebaked on the fly, limited only by the resolution of their shadow maps and speed of the GPU. Very fine-detail shadows that fall below the resolution of the lightmap are handled with an onscreen image-effect ambient occlusion, and some models may have their own AO maps.

One problem however is that animated meshes can’t possibly rebake their maps every frame. A figure walking through the environment, including hair, clothing, and props, can’t update reflective GI maps quickly enough. Static scene objects can be pre-baked or updated every few seconds, but animated figures still require scene lights. A workaround is to use a Light Probes Proxy Volume: an array of point lights that take on a color approximating the bounce light. You can imagine what having dozens of extra scene lights approximating ambient bounce lighting will do to your frame rates. Such an elaborately lit scene would be a chore to create by hand, and cannot be generated procedurally with any strategic efficiency.

voxelized scene in CryEngine

Voxel-Based Global Illumination

In old-fashioned ray-traced rendering, the camera traces a vector to each visible surface, and calculates the global illumination for each pixel by following the ray back to the light source(s). Game engines can’t possibly raytrace every pixel in realtime. What’s needed is a way to simplify the process with fewer rays, and bake the lighting values into an accessible “map” of volumetric elements, or voxels. If a rasterized imagemap is created from regularly-spaced pixels, a voxelized scene is represented by regularly-spaced cubes.

The automagic voxelization process subdivides a scene into diminishing cubes, discarding the empty spaces while dividing into smaller and smaller elements. The scale and subdivision of the voxels is adjustable, and not at all dependent on the polygon detail of the scene. Distant objects like mountain terrains can voxelize just as quickly as nearby, detailed models. Finally, each voxel creates a fast look-up reference map of the light in all directions using similarly reduced low resolution light “cones”. The engine generates only the voxels it can see through the camera, and data is interpolated from voxel to voxel, updating as needed. The result is voxel-based global illumination!

With physically based rendering (PBR), every surface material is reflective. The difference between a polished-mirror and matte skin is only in the brightness and blurriness of their reflections. With traditional raytracing realistic blurry reflections are computationally expensive, however voxel GI interpolates blurry reflections with a lower voxel resolution.

Lexie Dostal, creator of HXGI says, “One of the big issues with Enlighten is that dynamic objects are lit by a single interpolated light probe. this can make large dynamic objects look extremely out of place. The way my system works is each fragment (pixel) samples the GI data independently. this means large dynamic objects will be lit correctly.”

read more on the Unity Forums…